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The RenderMan Interface - Paul Bourke

The RenderMan Interface - Paul Bourke

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4.2.5 Displacement shading<br />

<strong>The</strong> graphics state maintains a current displacement shader. Displacement shaders are procedures<br />

that can be used to modify geometry before the lighting stage.<br />

<strong>The</strong> <strong>RenderMan</strong> <strong>Interface</strong> includes one standard displacement shader: ”bumpy”. <strong>The</strong> definition<br />

of this displacement shader is given in Appendix A, Standard <strong>RenderMan</strong> <strong>Interface</strong><br />

Shaders. <strong>The</strong> parameters controlling this displacement is given in Table 4.9.<br />

RiDisplacement ( RtToken shadername, ...parameterlist...)<br />

Set the current displacement shader to the named shader. shadername is the name of a<br />

displacement shader.<br />

If a particular implementation does not support the Displacements capability, displacement<br />

shaders can only change the normal vectors to generate bump mapping,<br />

and the surface geometry itself is not modified (see Displacement Shaders).<br />

RIB BINDING<br />

Displacement shadername ...parameterlist...<br />

EXAMPLE<br />

RiDisplacement (”displaceit”, RI NULL);<br />

SEE ALSO<br />

RiDeformation, RiMakeBump, RiSurface<br />

Surface Name Parameter Type Default Description<br />

bumpy amplitude float 1.0 Bump scaling factor<br />

texturename string ”” Displacement map name<br />

Table 4.9: Standard Displacement Shader Parameters<br />

4.2.6 Volume shading<br />

<strong>The</strong> graphics state contains a current interior volume shader, a current exterior volume shader,<br />

and a current atmosphere shader. <strong>The</strong>se shaders are used to modify the colors of rays traveling<br />

through volumes in space.<br />

<strong>The</strong> interior and exterior shaders define the material properties on the interior and exterior<br />

volumes adjacent to the surface of a geometric primitive. <strong>The</strong> exterior volume relative<br />

to a surface is the region into which the natural surface normal points; the interior is the<br />

opposite side. Interior and exterior shaders are applied to rays spawned by trace() calls in<br />

a surface shader. Renderers that do not support the optional Ray Tracing capability will<br />

also not support interior and exterior shaders.<br />

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